• edited January 2016
    Minor issue, but Check Function : Return Value type: Bool Value : Bool Value checkbox is set to false by default. This should be true by default so as to return the bool value correctly instead of the unlikely case the user needs it reversed.

    This may not be the only node that needs this fix. Others that use the Bool Value checkbox may need to be set to true.
    Post edited by Nixter on
  • @Nixter
    Disabled objects can't be found through Unity, i.e. disabling 1 cube will naturally cause the found object count to not be >1.
    I'd need more infos on your filter setup - or best a small Unity test project with your setup to check if there's a bug in the filters.
    As for the bool checkbox, this is a standardized bool value selection, turning that to true by default would cause that throughout the whole framework, which isn't really desired :)
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  • I apologize. Filter Found Objects is running correctly when I create a new project and a simple test. I'll have to do some further testing to figure out why it is not functioning in my main game.
  • edited January 2016
    EDIT: Nevermind! Looks like Physics2D is a bit more of a stickler for adding Rigidbodies than regular Unity physics.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • I noticed that when I die and auto-load (via ORK) while a Makinom schematic is going, dialogue boxes remain open when I reload the new save. When I die, I have an specific schematic set to stop all Machines and Close all Dialogues, but the dialogue persists?
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Close All Dialogues only closes the dialogues the schematic itself opened. Try adding a Close All Dialogues node to each of the schematics at the end with Execute On Stop enabled (so that it'll be used when the the machine stopped due to being destroyed).
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  • edited February 2016
    EDIT: Found the cause, nevermind!
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
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  • edited February 2016
    Found a potential issue:

    Using Stop Machine Component does not work on any Machines in the scene that were started via another Makinom schematic by using the Start Machine node.

    Even if I try to use the Stop All Machines node, it won't stop the nodes I've started, I'm assuming since they technically don't have any components on the object! Is there a way to manually stop those machines?
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • No, that's currently not possible. As you noticed, the Stop Machine Component node only stops machines running machine components, while machines started by Start Machine don't use components. Will look into it.
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  • edited March 2016
    Been running into an issue with Makinom:

    Whenever I'm using the Follow Path node and have 'Wait' enabled, the schematic completely stalls.

    If I unenable 'Wait' and instead just add a 'Wait' node directly after that node, then everything seems to work fine.

    Edit: And actually, I seem to be having a lot of trouble getting 'Change Position' nodes to work whatsoever in Makinom (at least, set to Machine Object). Even if Wait is not enabled, they simply seem to stall the schematic for some reason.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • @Kirb
    Make sure your Unity project's Time Scale isn't 0 :)
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  • edited March 2016
    That's the weird part. As far as I can tell, time scale is normal and at 1; and ORK's Change Position works fine. Even unchecking Unity Time Scale in the Schematic didn't affect it.

    Would time scale have an affect only on Nodes with Wait built-in, and not individual Wait nodes? Because like I said, individual wait nodes seem to work fine. These are also Makinom schematics being called from ORK events, if that makes any difference!

    I'll experiment a little to see if I can figure out the direct cause.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Hm, that could make a difference - can you send me the schematics and ORK events and more details about the setup?
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
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  • Will do, shooting you an email now.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • edited June 2016
    I don't know how to explain it, but when creating the Animator Feet Pivot node and dragging it around, a weird thing happens to the Makinom's editor.
    Post edited by Shadow_Fire on
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